Mars War Logs Walkthrough

An intense Cyberpunk RPG On the Red Planet!

Mars War Logs takes you to Mars, nearly a century after the cataclysm that threw the planet and its colonists into chaos. Water has become the most precious resource on the arid red planet, with a few companies fighting a perpetual war for its control.

In the middle of this struggle, play as Roy Temperance, a renegade with multiple talents who finds himself dragged in an epic story where every choice counts. Develop your character and your combat style by choosing among many skills and perks: melee, ranged combat, stealth, or the devastating Technomants powers.

Craft armors and weapons, recruit companions to help you in your quest, and plunge in a thrilling adventure offering a huge variety of quests. In dynamic, real-time combat, face formidable opponents and the most fearsome creatures of Mars. The fate of all colonies of Mars now lies in your hands…

Key Game Features:

Varied Storyline — Take on the role of Roy Temperance, a multi-talented renegade, and surround yourself with companions with real personalities.

A Wide Variety of Quests — Choose from the numerous dialog possibilities and influence the destiny of your people.

Tactical Dynamic Combat — Personalize your fighting style through a dynamic and developed combat system, for entirely different approaches depending on the choices you make.

Extensive Character Specialization — Personalize your development by choosing from dozens of skills and numerous additional perks.

Colonization: Mars was colonized more than 20 years ago by Earth colonists. At that time the colonies were scattered enclaves in regions suitable for human and animal habitation, and sustained by the controlled proliferation of vegetable organisms that generated a breathable atmosphere. Cities quickly grew on the Red Planet, and areas of agriculture, mines, breeding areas and research centers were established that enabled the colonists to be self-sufficient. The long-term objective was to create a new Earth… but the process was interrupted well before it was achieved.

The Turmoil: Seven decades after the arrival of the first Earth colonists, the settlement of Mars finally started to flourish and develop. This prosperity came to an abrupt halt by a catastrophe on the scale of the solar system. Tilting on its axis, the Red Planet left its normal orbit and moved slightly closer to the sun. The thin Martian atmosphere was now unable to filter the dangerous radiation emitted by the star, plunging the colonists into a hitherto unknown and total chaos as the sun’s deadly rays caused death and destruction on the planet. Many inhabitants had to flee the ruined cities and devastated agricultural zones, and were exposed to the sun’s harmful radiation… all communication with Earth was lost, and the Red Planet was now isolated.

Practically the entire population was suddenly swept away, and many of the survivors who suffered just brief exposure to solar radiation started to mutate. The colonists who managed to reach their shelters in time continued to live as best they could in cities that were more or less intact and shielded from the now deadly sun’s rays. The loss of contact with Earth coincided with deliveries of essential raw materials such as wood and oil products. Fabricated metals and composite materials like steel, plastic or powder, were now almost exclusively derived from recycled products and the lives of the colonists quickly reverted to a level comparable to that of the Middle Ages on Earth. If there were indeed any technological relics that still worked they were very rare, and became the almost exclusive property of those who now occupied the role of priests and guardians of the knowledge: the Technomancers.

The Water Wars: Of all the resources that would become scarce, one in particular was truly vital for the survival of the colonists… the only resource that would enable them to support agriculture and to quite simply stay alive.
The rare installations that were still operational and the water sources that could still be exploited soon became scenes of fierce battles for control of them; because the different autonomous ‘governments’ that had risen up from the ashes of the colonies had understood one thing above all: if you control water, you control Mars.

Today: Even today, the wars that were tearing the people of Mars apart are still raging. Amongst the most violent is the one that pits Aurora, the young guild, against Abundance, one of the oldest water companies. Aurora, owing to its Technomancers in particular, recently gained a decisive victory against Abundance by capturing Green Hope, one of the largest agricultural centers on Mars. But this victory could be very short-lived if the civil war devastating the interior were to spread. This is where your adventure begins: you play Roy, a prisoner of war captured by Abundance and currently held in Camp 19. The arrival of a young detainee, Innocence Smith, will give you the chance to escape you’ve been waiting for…

Which are the two main guilds?

Aurora: Aurora is the newest of the large water companies. It was originally a small confederation of independent water researchers; pioneers. Aurora’s founders were hoping to discover new sources of water to break the cycle imposed by the other companies by redeveloping pre-Turmoil technologies and exploring the unoccupied zones. But the decline in technology and the punishing Martian sun called a halt to their ambitions, forcing Aurora’s dowsers, after some initial minor successes, to enter into permanent conflict with the other companies for the known sources.

Aurora is still very different from other companies both in its philosophy and its often audacious political and military tactics. This company operates using mysticism and faith that stems from its keen interest in the pre-Turmoil era and its often hopeless attempts at exploration. This religious ideal is so entrenched in their philosophy, that each newborn receives a “virtue name” that is designed to guide their entire existence. The cult and rituals are all-pervading, more so in recent times, and have infiltrated the highest echelons of power where the Technomancers are established.
Their size in terms of both numbers and power not only enables the company to compete with others, but also ensures the company’s future dominance.

Abundance: Abundance is the oldest of the water companies, and was set up shortly after the Turmoil by the survivors of a group of hydro-engineers sent to the enclaves by the ONM (Organization of Nations on Mars). They were assigned to manage the exploitation of the water resources and to supply water to the various industrial and human complexes. After the great catastrophe, Abundance’s sole objective was to enable the colonists to survive by ensuring water reached the maximum number of enclaves. This meant continuing ONM’s mission in any way possible, despite having lost contact with Earth.

But during the long period of chaos following the Turmoil, the founders of Abundance began to realize the extent of their power in the new Martian society. Convinced that their way of doing things was the best and only way, they learned to use water as a blackmailing tool to crush the opposition. Thus Abundance gradually moved away from its original benevolent corporate structure and became an enlightened dictatorship, eventually turning into a consortium that was as despotic as it was monolithic.

Officially Abundance is still the company dedicated to serving those who need the most help… only now it makes sure everyone understands they can’t do without its services.

What are the RPG mechanics?

Mars War Logs is a full RPG, and offers all the elements that define the genre. You will gain experience points during the adventure, either through combat or by carrying out quests which will allow you to level-up and develop the character you are playing in any way you want. You can define your combat style by choosing from numerous skills spread out over three talent trees: pure combat, stealth, special strikes and even stronger Technomancer powers… the choice is yours!

However, bear in mind that your character will not only develop through combat; the game is full of important dialog that will influence both the development of the game and the reactions of the NPCs (non-player characters). So there are times when you may be able to diffuse a tense situation with a few well-chosen words, avoid a fight or, conversely, provoke the other person into launching hostilities. Remember: your choices will have consequences later on in the game!

Numerous side-quests assigned to you by the various NPCs you meet will provide additional opportunities to discover more about the game history and, in particular, not only will you earn extra experience points enabling your character to develop further, but you can also receive a range of items, weapons and armor as rewards.

Various characters will join you in your adventure and become buddies who will help you both during and away from combat. You will be able to develop friendships with them, each having their own personal principles and ethics. They will therefore react differently depending on your actions or how you address them and both will have an impact on how effective they are in combat. Some of your friendships may even lead to romance… provided you adopt the right approach and behave appropriately!

What’s the combat system & character specialization like?

Combat System: Combat on Mars takes place in real time, but remember: it is extremely tactical, so diving headlong into a fight with no clear strategy is the surest way of biting the dust. Your tactical skill and reflexes will be tested to the max.

The timing of your actions is very important: protect yourself from enemy assaults, dodge attacks that could penetrate your defenses, break down those of your enemy when they are protecting themselves and launch unstoppable attacks or parry their blows at precisely the right moment to destabilize them, and then mount a devastating assault! Always monitor your enemies closely: it may be very dangerous to allow them to take up a position behind you; it could mean your death warrant! You can rely on help from your buddies during the battles, each contributing their special skill: melee combat, ranged combat, back-up… choose which one is best suited to your style and tell them what you want them to do during combat.

Each time you progress a level you will earn skill points to spend in the three skill trees available: Combatant, Technomant Powers and Renegade. These will allow you to specialize and develop special strikes and powers, upgrade those you already have and enhance your passive skills.

Character Specializations: Your combat style will therefore be very different depending on your chosen specialization: a direct and sudden approach, a well-planned stealth attack or a spectacular onslaught using the powers of the Technomancers? Select the combat style you prefer!

Warrior: A warrior who is specialized in the Science of Combat has total control over his body and senses. He is faster, stronger, more resilient… a formidable combatant in a melee attack. Those who have undergone intense physical and mental training also seem to be able to temporarily, but substantially, enhance their perception of time and their reflexes.

Technomant: ‘Guardians of the knowledge’, Technomancers are formidable warriors whose strength lies in the supernatural powers they draw from pre-Turmoil Earth artifacts. The Technomancer may not be as lethal in melee combat as the warrior who specializes in the Science of Combat, but their ability to use their powers to inflict heavy damage at long range more than compensates for this lack.

Renegade: The Renegade uses many techniques of guerrilla warfare. Surprise attacks, stealth maneuvers, the use of explosives or stimulants that temporarily enhance your combat skill… the combatant who follows this path knows how to surprise his enemies, eliminating many of them before choosing the right moment to attack and leading the survivors into a trap.

How does crafting & looting work?

You will need great ingenuity to survive in the hostile world of Mars. As almost all the technologies were destroyed or lost during the Turmoil, the survivors must rely on their resourcefulness and recycle abandoned equipment and material to survive and craft new items. The inhabitants of the Red Planet consider machined metal parts, leather straps and other rare scrap materials to be of much greater value than the long-forgotten currency.

When you scour the various locations you are sent to explore, or when going through the pockets of enemies killed in combat, you will often find discarded material which, when combined, can be crafted into a range of items or used to modify existing items by adding various upgrades.

These upgrades will require a range of different materials and will not only change the appearance of your weapons or armor, but also their attributes. You can therefore customize your equipment based on your preferred combat style: do you want to deal more basic damage or have more chance of inflicting critical hits? Or maybe you want increased protection against certain types of damage? It’s up to you!

Welcome to the Mars War Logs walkthrough! Milan will be your voice-over commentator showing you how to beat the game’s battles.

Location Note: Camp 19 is a prisoner of war camp set up by Abundance. Despite being locked up and subject to forced labor, the detainees are treated well… not that life there is particularly comfortable. The stretched guards watching over the prisoners have often resorted to abusive practices that have sometimes forced the camp’s management to send the inmates on some dangerous missions.

Hint: Don’t limit yourself to dealing damage. A wounded man will become easy prey that moves and fights much slower. An enemy who has been stunned becomes harmless, and a target who got blinded may end up attacking his own comrades.

Tip: You can extract Serum from your defeated foes, but beware: killing a human being will lead you onto a dark path. Your reputation will be affected, and certain characters will react to it.

This next part takes us to the “Camp: Crater Zone” area. Let’s fight some Moles!
Then we meet the Technomancers Sean & Mary for the first time.

Technomancer Characters description: Mary is an apprentice Technomancer with an eccentric appearance, Mary seems to live in a world of her own. She is clearly very fond of and admires her boss, Sean, and always tries hard not to disappoint him. She is soon intrigued by Roy’s knowledge of pre-Turmoil technology and keeps a close eye on him.

The Technomancers are elite combatants whose mystical power lies in a pre-Turmoil Earth technology. Apart from their military role, Technomancers are also guardians of the knowledge. They are interested in any discoveries related to the pre-Turmoil era, and often conduct research on the subject. They have enormous political power and guard their secrets and powers jealously, their mystical powers and speech raising them to a semi-divine status in the eyes of the people.

Covered next are the Camp Side Quests, including the Mars Dog Side Quest.

Pro Tip: You cannot hurt Mars Dogs from the front, you have to attack them from behind or the side to damage them. It helps to have the Backstabbing bonus skill.
Note: You can check the bonuses brought by your skills and equipment in the Attributes tab of your Character menu.

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About the author

By Ferry Groenendijk: He is the founder and editor of Video Games Blogger. He loved gaming from the moment he got a Nintendo with Super Mario Bros. on his 8th birthday. Learn more about him here and connect with him on Twitter, Facebook and at Google+.